A Young Person's Guide to Information Technology Book Nine Creative Programming

A Young Person's Guide to Information Technology Book Nine Creative Programming (A Young Person's Guide to Information Technology#9) | 3rd Edition

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ISBN: 9780988027282
Language: English

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OPENS ON ADOBE DIGITAL EDITIONS

Overview


You can read this book on the following devices:

DESKTOP eREADERS ANDROID IOS WINDOWS

Description

This is the ninth book in a series of ten electronic books designed to educate students about information technologies and the digital world they live in. Who will benefit from this book? This book is most suitable for students in their senior grade levels. It is also very helpful for teachers introducing ICT or integrating it into the curriculum. This book is colorful, creative and contains many challenges and activities designed to help young students understand how digital technologies work and how they may efficiently use them to learn and communicate. Most of the recommended software is Open Source. The book also contains a cumulative Continuous Assessment process which may be of value in some educational environments. At the end of each unit students may describe what they have learned and their parent or teacher may award points for each item covered. There are no tests or examinations in this program. What are the intended uses of this book? 1.This book is designed to support both teachers and students in existing ICT curricula and may be useful in areas such as Science, Language Arts, Mathematics and the Arts. 2.The book supports public and private education systems’ instruction and skills training programs to ensure that young people possess the knowledge and skills to function in a digital society, and ultimately to prepare them for entry into higher education and an increasingly digital and computer-based workforce. 3. Students and parents may use the book for home schooling use in support of study projects and personal skills development.

Other Details

Publisher ITCA Digital Education Systems Corporation
ISBN 9780988027282
Publishing Date 25-Mar-2014
Language English
Series A Young Person's Guide to Information Technology#9
Edition 3rd Edition
Territorial Rights
Worldwide

Formats


This eBook is available in the following formats:

EPUB (Adobe DRM)

Format Type EPUB (Adobe DRM)
Language English
Digital Rights Management Implemented
Reading Allowed
Copying Not Allowed
Printing Not Allowed
Expiration Never Expire
Software Requirements Adobe Digital Edition Ver 1.7
Suitable Devices Windows, Mac, Sony Reader, iRex Reader

Contents


Contents: Book Nine comprises five modules:

Module 1: Algorithms In this module the student is introduced to the basic structure of programming, the algorithm. Related information, such as perfect numbers and the lives and work of some of the world's greatest theorists, is also included to provide an understanding of the relationship between mathematics, history and human experience.

Unit One: Introducing Algorithms

Unit Two: Computing Algorithms

Web Quest: The Environment

Module 2: Java This module instructs the student in Java programming and to understand terms such as "platform", "operating systems" and "object-oriented". The module also focuses on identification of Java objects and how to incorporate them into a programming sequence.

Unit One: Working With Objects

Unit Two: Writing An Applet In Java

Unit Three: Java Arrays

Unit Four: Conditionals And Loops

Unit Five: Java Graphics

Unit Six: Java Plug-Ins

Web Quest: Education

Module 3: Visual Literacy In this module the student will learn how to interpret, appreciate and create visual communications: how the science and technologies of image construction blend with human visual perception to produce visual literacy. Additionally the student will learn how to use digital technologies to create visual images.

Unit One: Observing and Interpreting Pictures

Unit Two: Digital Photography

Module 4: C++ This module introduces the student to the C++ programming language, and programming skills. Specific areas instructed include: C++ data types, writing functions, conditionals and loops.

Unit One: The Basics Of C++ Language

Module 5: Javascript In this module the student can study the skills of JavaScript programming and the applications of JavaScript. Specifically the student will be instructed in scripting, animating graphics and JavaScript frames, cookies and plug-ins.

Unit One: Javascript Basics

Unit Two: Scripting

Unit Three: Animating Graphics With Javascript

Unit Four: Javascript Frames

Unit Five: Javascript And Cookies

 

About the Author


Dr. Geoff Potter Dr. Geoff Potter  » Click here to see author page

Dr. Geoff Potter is a teacher and professor of education and information technology. He holds several degrees including a PhD from the University of Sheffield in England.

He has broad international experience in designing and developing educational ICT systems and programs in Britain, the USA, Canada, Mexico, China, India, Australia and Southeast Asia.

As digital information systems have evolved globally Dr. Potter has developed their applications to learning and teaching, creating model schools, instructional systems, curricula and online programs.

Possessing an extensive global knowledge of information and computer-based technologies, Dr. Potter is one of the world’s foremost authorities on ICT teaching and instructional programs. His instructional models and systems are in use in universities and schools worldwide.

The focus of Dr. Potter’s research and educational practice is the education and training of young people to function competently in increasingly digital and information-base environments. He has worked extensively in technical and program design, distance education and the on-line delivery of courseware.

Efficiency in the use of computers and associated technologies is becoming essential for young peoples’ success in both education and the workplace. To address this global development, Dr. Potter has recently created a comprehensive series of books designed to educate young people in technological literacy. The ten e-books comprise a systematic educational program leading towards mastery of the competencies required by young people to enter university, college specialized training programs or the digital workplace.


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